Led Zeppelin Rulesheet

Quick Links:

Game Information:

  • Lead Designer: Steve Ritchie
  • Code/Rules: Tim Sexton, Raymond Johnson (Rayday)
  • Lead Mechanical Engineer:
  • Artwork:
  • Computer Graphics Art Director:
  • Lead Sound Designer: Jerry Thompson
  • Release Date: January 2021
  • Code Rev: 1.16.0
    • Feel free to contribute. Update the Code Rev, if applicable.

Led Zeppelin was Steve Ritchie’s final game designed for Stern Pinball, released at the start of 2021. Using the music and some of the motifs of the famous band, this game was hindered by several licensing issues but has unique rules featuring dynamic lit shots synced up to the band’s catalogue, as well as many different multiball modes and a unique “Icarus X” mechanic that can be built up by capping combos at the targets.

Rules Overview:

  • Choose a song mode at the start of the ball. Each song lights different shots at different times in sync with the song. Keep the ball in play, and shoot the lit shots, to earn records; 5 gold records lights “Change Song” at the right orbit, with several other awards on offer for obtaining enough records and completing songs.
  • Shoot the left eject to select one of four tours. Each tour has its own objectives and leads to a different multiball that can be started at the left eject after completing them. Right ramp relights tours if one has been played.
  • Shoot the left ramp three times to start Zeppelin Multiball. On subsequent attempts, complete ROCK to light the locks.
  • (Prem / LE) Complete LED & ZEP, then shoot the spinner that raises up enough times to start one of two Electric Magic multiball modes.
  • After shooting combos, end them at any of the target banks to add to the Icarus X playfield multiplier. Shoot the Icarus target after ending combos at all four target banks to start it. Use the Action Button to cap out combos if flashing!

Layout:

Premium/LE:

Pro:

Skill Shot:

After selecting the song mode you want to play, plunge the ball so it hits the lit LED target, which moves from left to right and back every few seconds. Skill shot scores 500k + 5 seconds of ball save.

Song Modes & Records:

Song modes are chosen at the beginning of every ball and run continuously throughout the ball, even during multiballs and wizard modes (excluding Top of the Charts), until the song has ended. When a song ends, that song mode ends, and the next song and song mode on the list at the back of the game will start playing.

Your goal during each song mode is to collect 5 gold records to complete the song, and/or go platinum by collecting 10 gold records. Completing the song lights the right orbit for “Change Song” and scores Band Boosts. Record sales are collected by keeping the ball moving and shooting the lit arrows that change with different musical sections of the song. White “cue” lights will blink briefly between sections to show you where the next shot is prior to the section change, and each lit shot made - and record earned - adds to the values for subsequent shots. The sequences, and lengths, for each song mode are listed below:

  • Good Times, Bad Times (2:42): Shots alternate between “easy” and “hard” shots.
  • Communication Breakdown (2:28): During verses, all shots are lit. During chorus, shots “break down” and only half of the shots are lit. Center ramp is lit during guitar solo.
  • Whole Lotta Love (5:28): Pairs of shots are lit, changing depending on the section of the song. Starts w/ left orbit & side shot, then moves to pairs of ramps. Roving shots during drum solo, center ramp is lit during guitar solo.
  • Immigrant Song (2:22): Outer shots start lit, as the song goes on more shots get added towards the middle.
  • Kashmir (8:25): Starts with both orbits lit - hitting a shot on the left side causes it to move one shot to the right and vice versa. When the shots meet, the converged shot can be made repeatedly for 8 seconds. Certain sections in the song reset the lit shots.
  • Black Dog (4:45): Shots alternate between left, right, and center sets. Shooting any shot replenishes the lit arrows and disables the most recently hit shot until a different one is made.
  • Ramble On (4:43): During verses, shots slowly move around playfield. During chorus, all shots are lit (most recently hit shot turns off until a different one is made).
  • Rock and Roll (3:35): Two shots are lit at a time (usually both ramps or orbits), though some sections light more shots. Center ramp is lit during guitar solo.
  • Trampled Under Foot (5:32): Orbit section - alternate between left & right orbit. Ramp section - left, center, then right ramp. Piano solo lights all shots, most recently hit shot turns off until a different one is made.
  • The Song Remains the Same (5:27): Left eject and left orbit start lit; slowly, more shots on the right of the playfield are added. Most recently hit shot turns off until a different one is made.

Completing five songs qualifies Mothership Multiball, completing all 10 songs qualifies Top of the Charts, and going platinum during all 10 songs qualifies ?, all started at the right orbit.

"Change Song":

After collecting the required 5 gold records during a song mode, the right orbit lights for “Change Song”. Changing to a new song allows you to progress through the game, increases the song award value, and awards 2 Band Boosts.

Once you shoot the right orbit to change songs, the feature will unlight until you score another 5 gold records on whichever song you select. (Getting 10 platinum records in a song will permanently allow you to instantly change songs whenever you play that song.)

Tour Modes:

Tours are started at the left eject when the green arrow is flashing. Shoot the right ramp at any time (excluding wizard modes) to qualify a tour if one isn’t lit.

Upon shooting the left eject, you get to choose which tour to play by using the flippers and action button. Each tour has a different set of objectives and a different associated multiball; subsequent tours during the same game add one objective to the list and 1 ball to the following multiball, up to 4 objectives and 5 balls. In this way, each item you collect on a tour is a “tour lock”, with the final “lock” being when you’ve completed all items and shoot the left eject to start multiball.

The objectives for each tour are as follows:

Tour Name Objective #1 Objective #2 Objective #3 Objective #4
US 1975 Tour Ramps Switches All target banks Combos
US 1977 Tour Bumpers Targets Left ramp Icarus target
Earl’s Court Tour Spinners LED & ZEP targets Right ramp Combos
UK 1971 Tour Orbits Ejects Center ramp Side shot

Tour Multiballs:

After completing every objective required for the current tour, the next shot to the left eject will start the tour’s corresponding Tour Multiball. These range from 2 to 5 balls, depending on which order they’re played in, and all four multiballs have different ways of lighting and scoring jackpots. All jackpot values are carried throughout and between tour multiballs.

  • US 1975 Tour: Shoot the ramps. Left, center, and right ramps are lit for jackpots. Hitting a jackpot unlights that shot and relights the other two shots. Right ramp scores a double jackpot. After scoring 5 jackpots, the left and center ramps turn off and only the right ramp is lit for a super jackpot worth the sum of the 5 jackpots / double jackpots achieved up to that point.
  • US 1977 Tour: Collect switch hits and shoot the left eject. All switches score a fraction of the current tour jackpot value, and add that value into the main jackpot, available at the left eject. Jackpot collects the tour jackpot value + however many points were built up from switches. Side shot scores a triple jackpot.
  • Earl’s Court Tour: Complete target banks to score jackpots and add to the super jackpots lit at three different shots. LED targets build left eject super jackpot, ZEP targets build right orbit super jackpot, ROCK targets build left ramp super jackpot. Collecting unique super jackpots adds a +1x multiplier to all future super jackpots scored during the multiball.
  • UK 1971 Tour: Shoot jackpots from left to right. Left eject starts as the only jackpot, hitting it will then light jackpots at left eject plus the left orbit. Hitting the left orbit will then light jackpots at left eject, left orbit, and left ramp. Hitting the faster blinking shot will relight jackpots in this manner. Right orbit scores the super jackpot, worth the sum total of all jackpots collected.

Balls can be added during all four Tour Multiball modes by shooting the Icarus target three times.

Play all four Tour Multiball modes to qualify World Tour Multiball at the left eject.

Main Multiballs:

Zeppelin Multiball:

Shoot the left ramp three times to lock 3 balls and start Zeppelin Multiball. On subsequent Zeppelin Multiball attempts during the same game, the ROCK target bank must be completed to light the locks.

Zeppelin Multiball starts with 4 jackpots lit, each marked with red arrows. Hitting one unlights it and lights a timed double jackpot (about 10 seconds) marked with a faster flashing red arrow at a shot you can combo into:

  • Left orbit → Upper flipper shot
  • Left ramp → Right orbit
  • Center ramp → Right orbit
  • Right ramp → Left eject

Once all four jackpots have been made, and all double jackpots have been either timed out or collected, the super jackpot lights at both the left eject and the upper flipper shot for the sum total of all jackpots and double jackpots achieved since the last super; the side shot scores 2x the value of the less difficult left eject. Completing the LED, ZEP, and ROCK banks while the super jackpot is lit will add a +1x multiplier to the super jackpot, up to 4x.

Balls can be added during Zeppelin Multiball by shooting the Icarus target three times.

Electric Magic Multiballs (Prem / LE Exclusive):

On Prem / LE models of the game, completing the LED and ZEP target banks, followed by making any lit shot, will cause the Electric Magic spinner to raise. Subsequent Electric Magic modes require additional completions of LED and ZEP. Once the device is raised, shoot the spinner to charge it up. Once it is fully charged, shoot it again to start one of two Electric Magic Multiball modes:

  • Electric Magic Multiball: The first phase of Electric Magic Multiball is a hurry-up that counts down. Shoot the left eject or top eject to lock in the value, and set it as your jackpot. After one ball is locked, another ball comes out and a timer counts down from 20. The timer is locked in with one more shot to the electric magic spinner, and acts as a multiplier for the super jackpot; or, shoot the eject you didn’t make at the start to reset the timer to 40. Multiball then begins with jackpots equal to the hurry-up at all major shots, relighting when another lit shot is made. Super jackpot is lit at the electric magic spinner for the hurry-up x the amount of seconds remaining after 5 jackpots, with more jackpots required for subsequent super jackpots.
  • Electric Magic Frenzy: This frenzy style multiball has 2 phases that it constantly cycles between: frenzy phase and super phase. During the frenzy phase, for 30 seconds, every switch except for the electric magic spinner (which adds 100 points to switch hits) scores a frenzy value and adds 1% of this value to the super jackpot value. Locking balls in the ejects multiplies these values by 2x or 3x until time runs out. After the frenzy timer runs out, super jackpot is lit at the center spinner for 15 seconds, with each spin scoring points determined by how many frenzy switches you scored during the frenzy phase. After the super jackpot timer runs out, you go back to the frenzy phase and the super jackpot value resets.

Other Scoring:

Target Banks:

The four target banks spread across the playfield are all associated with different features. Completing them as regularly as possible is an integral part of high scoring on Led Zeppelin.

  • The two-bank of standup targets at the far left qualifies a ball save at the left outlane. More completions are needed for subsequent ball saves.
  • On the Prem / LE models, completing the LED and ZEP target banks lights all major shots to qualify the Electric Magic spinner.
  • Completing the ROCK target bank qualifies the locks for Zeppelin Multiball if they aren’t lit.
  • Completing all four target banks lights Icarus X at the center Icarus target bank.

Combos & Icarus X:

Collect combos by shooting lit combo shots in quick succession, and increase their values by completing target banks. While the combo inserts are lit, hitting any of the four target banks on the playfield - whether lit or unlit - will “complete” the combo, or you can use a Band Boost to complete it instantly. Completing a combo ends the sequence and increases the target bank’s multiplier by +0.1x times the length of the combo.

Icarus X is built up by completing combos as described above. Each set of targets has their own multiplier insert shown under the tour lock inserts - the lower the multiplier’s color is on the rainbow, the higher the multiplier. The actual value of Icarus X is equal to the product of the 4 multipliers you’ve built up. Once all four target banks have been completed, the Icarus target lights for 15 seconds of timed playfield X + 5 seconds for every side flipper shot you made either before or during the timer. While Icarus X is running, any shots to the Icarus target itself will recalculate your current multiplier, and increase your playfield multiplier value if necessary.

Band Boosts:

Band Boosts are an easy way to complete combos and are used by pressing the action button when flashing green. Each game starts with 1 Band Boost qualified, and more can be earned by completing or changing song modes. Up to 5 Band Boosts can be saved at a time, and saving up 3 will enable Super Band Boost (flashing red). During single-ball play, Band Boost will instantly award 5x the current combo value and complete it at the target bank with the lowest current multiplier; while Super Band Boost awards 10x the current combo value and completes the combo, albeit adding the multiplier to 2 of the target banks (the two lowest) instead of just one. Band Boost spots a hit to the Icarus target during multiballs, while Super Band Boost instantly adds a ball.

Zeppelin Awards:

Every shot to the side flipper shot starts a super feature in the following order:

  • Super Spinner: Spinner(s) values are boosted by +100k/spin for 100 spins. Goes away upon draining the ball. If you complete the 100 spins, the next time you start super spinners it will be worth +200k/spin, etc.
  • Super Pops: Pops values are boosted by +250k/pop for 40 pops. Goes away upon draining the ball. If you complete the 40 pops, the next time you start super pops it will be worth +500k/pop, etc.
  • Super Slings: Slingshot values are boosted by +100k/sling for 100 slings. Goes away upon draining the ball. If you complete the 100 slings, the next time you start super slings it will be worth +200k/slingshot, etc.
  • Super Ramps: For 10 ramp shots, if any of the three ramps are lit during a song mode, shooting the lit ramp will score 2x the value of the song award. Goes away upon draining the ball.

Side flipper shots also add 5 seconds to the Icarus X timer. Collecting 8 Zeppelin Awards lights the left eject for extra ball.

Extra Balls:

5 Extra Balls are available on default settings, and can be collected at the left eject after:

If disabled, extra balls score 10M and can’t be multiplied.

End-of-Ball Bonus:

Bonus is determined by the combos you made that ball, plus gold and platinum records you’ve collected during the game, multiplied by the bonus X which is increased by completing ROLL at the inlanes and maxes at 50x.

Wizard Modes:

Mothership Multiball:

After completing 5 songs, the next shot to the right orbit that lands in the eject will begin Mothership Multiball. Mothership Multiball is largely influenced by the currently active song, as this is used to determine jackpot shots:

  • Any shot that does not have a song award lit is lit for Jackpot.
  • Any shot that has a song award will get a record sales boost that starts at +10,000 sales, in addition to normal sales for the song award.
  • Scoring 5 jackpots will light super jackpots at any shot that is a current song award for the jackpot value + current song award value. Once the first super jackpot is awarded, a timer starts. When the timer expires, the super jackpots go away and sales boost is increased by +10,000. Shoot 5 more regular jackpots while super jackpots are lit to multiply super jackpots up to 3x.

World Tour Multiball:

After playing all four Tour Multiball modes, the next left eject shot will begin World Tour Multiball. This mode starts as a six-ball multiball, with all major shots and all target banks excluding the ball save target bank lit for City Jackpots. Collecting a City Jackpot removes it from the possible shot selection, and to light the next City Jackpot, you have to collect miles by shooting around the playfield. After enough miles have been collected and you land in the next city, the remaining City Jackpots you haven’t collected yet are lit. Collect one to score city jackpot worth (# of city jackpots collected x Tour Jackpot Value) and go back to collecting miles. Every 2 City Jackpots collected adds a ball to the multiball, and scoring 5 City Jackpots lights the extra ball. Upon collecting all 10 City Jackpots, super jackpots are lit and stay lit for the remainder of the multiball.

Top of the Charts Multiball:

After completing all 10 songs, the next shot to the right orbit that lands in the eject will begin Top of the Charts. This mode acts as a last-ditch effort to get all of your songs to platinum if you haven’t gotten them there yet. A bonus is scored at the start of the mode determined by how many songs you have gotten to platinum.

At the start of the multiball, the song you are closest to going platinum on will be started. The 7 major shots are lit to add sales to the current song; red shots will add 2x the sales and boost the sales of shots going forward. Locking a ball in the left eject makes sales and scores 2x for a limited time, and lights the top eject to increase the multiplier to 3x. Once you reach 999,999 sales, all shots turn off and the left eject lights to “go platinum”. Go platinum in every song you haven’t done so in to win the mode and light ?.

The mode can end prematurely if any song comes to an end, or if you drain down to 1 ball without having gone platinum. If this occurs, a sudden death timer will start - you must go platinum within this time or else the mode ends.

?:

Upon getting all 10 songs to platinum, either by collecting 10 gold records during them or getting them to platinum during Top of the Charts, the next right eject shot will begin “?” - Celebration Day Multiball. If platinum was achieved on all 10 songs without needing to play Top of the Charts, “?” will instantly begin in its place and award 2x the normal starting bonus.

During Celebration Day Multiball, all shots are lit for song jackpots based on the total # of song shots across all songs played; shots to the left ramp score the current Zeppelin Multiball jackpot, and right ramp shots score the current Tour Multiball jackpot in addition to the song jackpots. 10% of all jackpots during the mode are added into the super jackpot, which can be collected at the side flipper shot.

When you drain down to 1 ball, super jackpots are lit on a timer at all major shots and all target banks excluding the ball save target bank. Scoring a super jackpot unlights it and increases the super jackpot multiplier by +1x, while shooting the left eject during the super jackpot phase relights all shots and resets the super jackpot multiplier. Draining or running out of time ends the mode and scores a diamond record that multiplies end-of-ball bonus by an additional +1x.

2 Likes

Captain Bizarro is MIA!

2 Likes

Yup. Hey, I figured why not let someone else do it. :stuck_out_tongue:

Should @neilmcrae make this post a wiki so people can edit it? Or are you gonna do yours

2 Likes

oops sorry done.

Excited to see people get their games so the flood of questions can begin :smiley:

2 Likes

I haven’t played the latest .93 code yet. How many (or how long) consecutive center ramps does it take before the lanes will no longer shift for bonus X? That’s a very creative way out of a potential scoring exploit. :+1:t2:
Another related question: Is there any cap on Bonus X currently?

It’s like three ramps in a row I think, and like 50x bonus cap at the moment

3 Likes

Is there a rule that dims the lights and flutters the flippers if you do poorly at the song? Just played LZ for the first time on location and had that happen a few times in the first couple games. It never happened again once I started playing better and on the fly, not trapping so much. After a half dozen games I managed 140M (with the game having a suspiciously non-functional “O” rollover, so not much bonus).

I thought the game shot well, fast and smooth, and I liked chasing the lights in this ruleset more than the last few SR games. Look forward to playing more as the code matures.

The only rule that dims the lights is when you shoot the top lock to change your song (available in .93 code). No idea what would cause the flippers to flutter.

The O inlane should always work but as mentioned in the update if you loop the center ramp three times in a row it disables lane change until a different shot is made

2 Likes

Thanks for the reply. I suspect the eject switch was falsely triggering while the ball was still on the playfield, and the flippers died briefly while song select was active. Me hitting the flippers must have selected something and got them going again. A shot to the eject probably fixed the flakyness for the later games.

The lanes never stopped changing and the “O” switch never scored. I think the op might have disabled it to prevent looping on older code :smile:

I couldn’t find a description for the changes on code 0.93. Interested to see what they are, especially since there is a song change option now? And help is Appreciated

PRO V0.93 - January 18, 2021

Fixed:

  • Fixed an issue that could prevent the cabinet lights from showing in test
    or gameplay.
  • Fixed an issue that could prevent the tournament screens from appearing in
    attract mode while a tournament was running. Tournaments started and still
    in progress from previous code revisions should now display in attract mode.
  • Fixed an issue which could cause the light show to continue running for
    super features after super scoring had been exhausted.
  • Fixed an issue which could cause the light show to continue running for
    tour objectives after they had been achieved.
  • Fixed an issue which prevented the Icarus X multiplier from being applied
    during grace period.
  • Fixed instances where the Icarus X multiplier would not apply to certain
    game scores.
  • Fixed an issue where song mode shots could become re-lit during grace
    period.
  • Fixed an issue where Instant Info would not show show the player’s Icarus X
    value.
  • Fixed an issue which could sometimes cause certain devices to award points
    twice when they only should have been awarded once.
  • Fixed an issue which could show the incorrect mode totals for tour multiball
    modes.
  • Fixed an issue which could cause certain high score names to overrun the
    display.
  • Fixed an issue which could prevent the Zeppelin Multiball super jackpot
    from lighting.
  • Fixed an issue which prevented the drop targets from resetting, even when
    all of them were down.
  • Fixed an issue which could prevent a player from completing World Tour
    multiball.
  • Fixed an issue which could freeze the expression lights if different players
    had selected the same song.
  • Fixed an issue which prevented the skill shot from being awarded when it
    was also the last target hit to complete the LED target bank.
  • Fixed an issue which allowed the player to advance to the next tour mode
    during World Tour multiball.

Tweaked:

  • Adjustments:

    • Changed the trough eject power minimum to 64.
    • Removed the “Song Repeats After Ending” adjustment.
  • Lights:

    • Greatly improved the Expression Light effects for all 10 songs.
    • Tweaked the RGB colors on the band member inserts to better represent
      the player’s multiplier values.
    • Tweaked the light show on the Zeppelin 1-2-3 lights to more easily show
      the number of locks qualified and earned.
    • Removed the Song Mode arrows from game award light shows.
    • Reduced the intensity of the Band Member symbol flahers by 50%.
  • Display:

    • Improved the Icarus X overlay display effect.
    • Tweaked the record scoring overlay display effect to only show the record
      award when the display is not busy showing other awards.
    • Extended the duration of the Tilt animation.
    • Improved the spinner effect overlay behavior.
    • Improved the instruction text during UK 1971 tour.
  • Sounds:

    • Delayed the knocker sound effect until the REPLAY text appears in the
      REPLAY display effect.
    • Reduced the delay of the game start speech.
  • Rules:

    • Reduced the maximum number of right ramp shots to light a tour from 6 to
      4.
    • Hold up the left eject kickout if the Extra Ball is Lit display effect is
      running.
    • Changed the multiball total screens to hold up endball.
    • Increased the values of super features each time you start them.
    • Tweaked combo scoring. Combo scores increase each time you successfully
      terminate a combo.
  • Tweaked Bonus:

    • Bonus now counts all gold records earned, then all platinum records
      earned.
    • Bonus awards 25,000 per gold record. 500,000 per platinum record.
    • Added a combo bonus.
    • Improved sound effects.
    • Improved timing.
  • Tweaked Song Mode Behavior:

    • Increased song mode scoring.
    • Various scoring tweaks related to balancing song modes.
    • Implement a fixed base value for the number of sales earned per song
      shot in addition to the dynamic value based on the song length.
  • Tweaked Kashmir Mode:

    • Kashmir verse sections will now remember the player’s shot progress.
  • Tweaked Good Times Bad Times Mode:

    • Added a guitar solo section in which the center ramp is always lit.
  • Tweaked Rock and Roll Mode:

    • Added a guitar solo section in which the center ramp is always lit.
  • Tweaked Multiballs:

    • Score balancing for every multiball.
    • Decreased the number of Icarus target hits for add-a-ball to 3 (was 4.)
  • Tweaked Earl’s Court Multiball:

    • Reworked the multiball to encourage shooting diverse target banks for
      super jackpots.
  • Tweaked USA 1975 Tour Multiball:

    • Made the different ramp shots become available more often.
  • Tweaked USA 1977 Tour Multiball:

    • Gate will close unless a higher priority shot is
      available at the hermit target.
  • Tweaked World Tour Multiball:

    • Add-a-ball can be earned after every 2nd city jackpot.
    • Added points-per-mile scoring.
  • Tweaked Super Pops:

    • Gate will close during super pops unless a higher priority shot is
      available at the hermit target.
  • Additional score balancing.

New:

  • Audits:

    • Added audits for all multiballs.
  • Adjustments:

    • Default the sound filter to use the 10-band equalizer with the recommended
      settings for each EQ band.
    • Added an adjustment to disable the flipper lane change on the LED targets.
  • Sounds:

    • Added a sound effect for the hermit target switch.
  • Display:

    • Added Zeppelin Award status to instant info.
    • Added the Icarus X timer to instant info.
    • Added additional high score entries.
    • Added display text to show the number of song sales awarded each shot when
      the record is not spinning.
  • Lights:

    • Added a lamp effect to show that the Icarus target was hit.
    • Added a lamp effect to show that World Tour Multiball is ready.
    • Added Expression Light effects to DJ Mixer.
  • Rules:

    • Added a 4th difficulty level to tours. Tours get harder each time they are
      completed until the 4th level is reached. A tour difficulty setting of
      HARD starts at level 3.
    • Added a rule to increase pop bumper base values by shooting the right
      orbit.
    • Added a rule to increase spinner base values by scoring the inlanes.
    • Added ball save on a skill shot award.
    • Added a hidden ball save for rebounds off of the Hermit target that travel
      directly into the right outlane.
    • Added a rule to disable the bottom lane change if a player is repeatedly
      shooting the center ramp. The lane change will enable again once a player
      shoots a different major shot.
  • Added the change song feature:

    • Lights by earning enough gold records (default 5) or by earning a
      platinum record if not already lit.
      the song change is lit feature at the top eject.
    • Choosing a song you have already played will reset the scoring bonus
      applied for the number of shots made during that song.
  • Added Top of the Charts Multiball:

    • Lit by completing all 10 song modes.
    • Allows a player to progress through the 10 song modes and earn more record
      sales. Songs which a player has already gone platinum are skipped and the
      player is awarded bonus points.
    • When a player earns a platinum record during Top of the Charts multiball,
      the song ends and the player moves to the next song.
  • Added Top of the Charts Challenge Mode:

    • Display the game mode menu by holding in both flippers.
    • Choosing Top of the Charts challenge mode starts a challenge mode game.
    • Top of the Charts Challenge is plays through all 10 songs starting from
      a fixed number of sales. Shooting lit shots and hitting switches advances
      the number of sales.
    • When a player earns 999,999 sales, shooting the left eject will award a
      platinum record, advance the player to the next song, and add an
      additional ball into play.
    • When the song ends, Top of the Charts challenge ends, all balls in play
      will drain, and the game will end.
    • Player starts with 4 balls in play.
    • Shooting the ejects during a song increases the song shots and sales
      earned at each shot to 2x and 3x.
    • When a player drains all balls in play, the song sales they have earned
      are reduced and a ball is returned to play.
    • Added a leaderboard to show the top 3 Top of the Charts challenge scores
      and Top of the Charts challenge times.
    • Added a high score entry for Top of the Charts multi-album master.
  • Set the gameplay backbox brightness to 50% by default to improve visibility
    on the playfield.

  • Added additional shaker motor effects.

  • Added additional game light shows.

4 Likes

Perfect. Thank you for the post.

I did some glass off testing of the colors for the individual band members. Yes, you can check these in your instant info, but I wanted to get a visual representation at a glance. Keep in mind, this is not your total Icarus X, just one of the four band members that get multiplied together.

Dark Orange 1.0-1.1
Lighter Orange 1.2-1.3
Shades of Yellow 1.4-1.9
Light Green 2.0-2.2
Darker Green 2.3-2.5
Blue/Green 2.6-2.7
Shades of Aqua 2.8-3.6
Light Blue 3.7-3.9
Dark Blue 4.0-4.3
Shades of Purple 4.4-4.9
Shades of Pink 5.0-5.6
Magenta 5.6-5.9
Dark Orange starts over at 6.0

Of course, most of us will never see most of these colors. It’s hard enough to get past any shade of green. But at least this gives some reference.

5 Likes

Would’ve killed to see some sweet 1296x action.

1 Like

I mean, you CAN, all the lights will just be dark orange lol

2 Likes

As someone who is red/green colorblind I really hate the increasing dependence on multi-color LEDs in game inserts. Like I can barely tell blue and purple apart, now I have to tell shades of blue and purple?

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Only if you really want to calculate your exact Icarus x to the precise decimal point. There is enough contrast between the important numbers (dark orange -> bright green -> blue -> hot pink) that I don’t think it will be a problem. Plus there is always instant info!

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LE V0.95 - February 16, 2021

Fixed:

  • Lights:

  • Fixed an issue which would sometimes prevent the chase light effect from
    appearing during Top of the Charts.

  • Display:

  • Fix an issue which hid the 1st line of instructions during Top of the
    Charts Challenge.

  • Certain display effects with video backgrounds would not play and instead
    show black screens in the background. This has been fixed.

  • Sounds:

  • Fixed an issue which could cause a song to repeat if it ended during
    bonus.

  • Rules:

  • Fixed an issue which could cause players to have different tour objective
    requirements during a multiplayer game.

  • Fixed an issue which allowed you to continue playing Top of the Charts
    challenge after tilting.

  • Fixed an issue that could award the records high score to the incorrect
    player.

  • Top of the Charts Challenge could get into a state where players could
    have their games skipped. This has been fixed.

  • Fixed issues with Top of the Charts locking behavior.

  • Fixed an issue which sometimes prevented Combo and Icarus X high scores
    from recording properly.

Tweaked:

  • Devices:

  • Improved the logic for the orbit control gate.

  • Improved the Electric Magic motor to move to the desired switch sooner
    when the motor was killed or the switch was not found.

  • Changed the ball search logic so the Electric Magic motor will move on
    every pass of ball search.

  • Adjustments:

  • Added a new adjustment “Top Eject Power - Gate Closed” with a default
    value of 85.

  • Removed the “Song Select Every Ball” adjustment.

  • Lights:

  • Improved the expression light shows for several songs.

  • Add green Hermit arrow for the Tour Advance shot on the right ramp.

  • Added lock lights to Top of the Charts.

  • Display:

  • Added the remaining number of tilt warnings to instant info.

  • Hid the sales per shot text on the UI during Top of the Charts.

  • Updated instant info to show all extra balls that can be achieved.

  • Replay animation no longer interrupts the Platinum bonus award during
    the Top of the Charts intro.

  • Added instructions to World Tour Multiball victory phase.

  • Added background videos to instant info.

  • Top of the Charts Challenge now shows your total score.

  • Sounds:

  • Removed the “Choose your song” speech call when Song Change is qualified.

  • Extended the Tilt sound effect to match the display sequence.

  • Rules:

  • Modified the USA 1975 Multiball rules to only refresh the shots after all
    three ramps were made.

  • Added a 2x multiplied super jackpot to Zeppelin Multiball.

  • Increased the number of record sales earned every shot in all song modes.

  • Changed Trampled Under Foot mode shots to replenish after every shot
    during the piano solo section.

  • Changed the Electric Magic Multiball’s hurryup phase to award the jackpot
    values when the hurryup is locked in.

  • Changed the Electric Magic Multiball Hurryup to reset the timer when the
    second ball is locked in an eject.

  • The spinner value no longer resets every ball.

  • Top of the Charts tweaks:

  • Top of the Charts Multiball (not challenge mode) will now enter a last
    chance countdown when there is only 1 ball left in play. If the time runs
    out during the last chance portion and a ball is not added, the mode ends.

  • Changed award order in Top of the Charts multiball so the eject shot
    that lights 2x scoring no longer gives itself a double award.

  • Increased the value of the Platnium Bonus in Top of the Charts multiball
    start to 10M + (20M + 30M + …) for each song.

  • World Tour Tweaks:

  • Victory jackpots will now be equal to your tour jackpot value.

  • Victory jackpots will bump tour awards for future tour multiballs.

  • Zeppelin Award shot scores a super jackpot and relights shots.

  • Tweaked Super Modes:

  • Super Spinner changed to 100k/spin for 100 spins.

  • Super Slings changed to 100k/sling for 100 sling hits.

  • Super Pops changed to 250k/pop for 40 pop hits.

  • Completing a super mode increases the value for the next
    super mode that starts from the Zeppelin Award.

New:

  • Added Led Zeppelin gameplay tutorial videos in attract mode.

  • Added an extra ball at 10 Zeppelin Shots (can be adjusted.)

  • Added an extra ball at 5 cities in World Tour Multiball (can be adjusted.)

  • New mini-wizard mode Mothership Multiball!

  • Qualified after 5 songs are completed (on default settings, this is at
    5 gold records) and started at the upper eject shot.

  • Song mode continues to run during this mode and is used to determine
    jackpot shots:

  • Any shot that does not have a song award lit is lit for Jackpot

  • Any shot that has a song award will get a sales boost that starts at
    +10,000 sales, in addition to normal sales for the song award.

  • Scoring 5 jackpots will light super jackpots at any shot that is a
    current song award.

  • Once the first Super Jackpot is awarded, a timer starts. When timer
    expires, super jackpots go away and sales boost is increased by +10,000.

  • Super Jackpot values are equal to current jackpot value, plus the
    current song award value.

  • Shoot 5 more regular jackpots while super jackpots are lit to
    multiply super jackpots up to 3x!

  • New final wizard mode ? Multiball!

  • First phase is a 6 ball multiball with jackpots lit at all shots:

  • Left ramp scores Zeppelin Jackpots which start at your current Zeppelin
    Multiball Jackpot value and each jackpot increases this by 25% of this
    value.

  • Right ramp scores Tour Jackpots which start at your current Tour
    Multiball Jackpot value and each jackpot increases this by 25% of this
    value.

  • All other shots score your current song award value built up throughout
    the game.

  • 10% of all scores (including multipliers and including super jackpots!)
    in phase 1 get added to Super Jackpot, available at upper flipper side
    shot.

  • Once you drain down to 1 ball, phase 2 starts:

  • 10 super jackpots based on the value built up in phase 1 are lit at the
    7 main shots + LED, ZEP, and ROCK target banks.

  • Timed phase that ends the mode once time has run out.

  • Starts at 30 seconds

  • Each super jackpot adds 5 seconds

  • Left eject resets timer to 25 seconds, then 20 seconds, then 15
    seconds, then 10 seconds from then on.

  • Scoring a super jackpot increases the super jackpot multiplier.

  • Shooting left eject relights all super jackpots, adds some time, and
    resets multiplier to 1.

  • Moved to System 2.70:

  • Update to nodeboard firmware v0.67.0

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